package labox.innovation.gameserver.model.actor.status;

import labox.innovation.gameserver.model.actor.instance.FuzePcInstance;

/*
 * 玩家对象states(HP、MP)内容的处理
 */
public class PcStatus extends PlayableStatus {

	public PcStatus(FuzePcInstance activeChar) {
		super(activeChar);
	}

//	@Override
//	public final void reduceHp(int value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption) {
//		if (getActiveChar().isDead())
//			return;
//
//		if (attacker != null && attacker != getActiveChar()) {
//			final FuzePcInstance attackerPlayer = attacker.getActingPlayer();
//
//			if (attackerPlayer != null) {
//				if (attackerPlayer.isGM() && !attackerPlayer.getAccessLevel().canGiveDamage())
//					return;
//
//			}
//
//			// 伤害转移，把产生的伤害转移到召唤兽身上
//			final L2Summon summon = getActiveChar().getPet();
//
//			if (summon != null && summon instanceof L2SummonInstance) {
//				// Only transfer dmg up to current HP, it should not be killed
//				int dmg = Math.min(summon.getCurrentHp() - 1, value);
//				if (value > 0) {
//					summon.reduceCurrentHp(dmg, attacker, null);
//					value -= dmg;
//				}
//			}
//		}
//
//		super.reduceHp(value, attacker, awake, isDOT, isHPConsumption);
//	}

	@Override
	public FuzePcInstance getActiveChar() {
		return (FuzePcInstance) _activeChar;
	}
}
